Deny Existence

Outright the most insane defense card in the game. Very good. If your deck didn't have space for Deny Existence at 0xp then absolutely grab Deny Existence if at any point you're overflowing XP.

The thing that makes this card so good is that it is such an end-all solution to so much pain. Scenarios tend to throw a limited amount of pain your way (a scenario is only going to last so long, you'll only draw so many treacheries and face so many enemies), cards that single-handedly solve a defensive problem are very strong, for the reason that they are very effective for their slot. First Aid for example (probably) completely negates your risk of death from damage or horror (or both), although it will cost you 4 actions and 2 resources. Hallowed Mirror does the same with some slot restrictions and the need to draw the cards, but completely solves either damage or horror as a problem for that investigator or a friend.

Deny Existence not only saves you pain, it removes it! An effect that deals you 2 horror, heals 2 horror instead. This is a swing of 4 horror! Often enough to get you out of the risk-zone for the rest of the scenario. Also this is just a fairly average scenario, the crazy crap that starts to happen when you're negating the loss of resources, instances of 3 horror or damage ETC it can get brutally good. Also note that those other cards are generally doing this in 3-4 actions, Deny Existence is free to play and "fast".

This is the very best emergency button card in the game, barring perhaps only Ward of Protection in the instance where it discards a big enemy.

Tsuruki23 · 2547
Ward of Protection cannot discard enemy cards, only non-weakness Treachery cards. — Ezhaeu · 50
I think he meant to link to Ward 5, not Ward 2 — StyxTBeuford · 13028
Yup :P — Tsuruki23 · 2547
Forbidden Knowledge

I can see the appeal of this card in a Carolyn deck running Peter, but even if you do include it, I think it's a card that's due to get replaced pretty quickly. Depends if you're planning to go with Ancient Stones. If you do, you don't need this card once Ancient Stones (Healing Horror version) is up and running by scenario 3. Which begs the question...if it's going to take up a slot, why not find something more interesting to put in there? You'll make money with Peter solo anyway in the meantime. And if you're running Painkillers, this makes this card even less appealing. Carolyn deck building can be tight, but I favour trying out some esoteric cards that could help now and down the road...maybe a True Grit for versatility or Inspiring Presence to heal up and ready Alice Luxley if she's in your deck. In short, this card feels like 'immediate gratification' and even a bit superfluous, and would be neat to try other strategies with Carolyn.

Krysmopompas · 360
I dont follow as to why this card is redundant with Ancient Stone. It doesn’t take up a hand slot and Ancient Stone can heal the horror this dishes out if Pete isn’t around. I’d argue if you’re going Stone that it’s Pete who becomes redundant, in which case Carolyn could afford to run Xavier or Alice instead. — StyxTBeuford · 13028
I just ran Carolyn through Return to DL and TCU, and using Charisma with the Alice/upgraded Pete combo early gives a nice +1 to Will and Intellect, as well as the Agility bonus. That's more of a boost than 4-8 resources for me....with Pete doing double duty on stat boosts and sanity heals, plus Ancient Stone healing everyone, the resources were starting to roll with scenario 3 both times. I didn't miss this card from then on, although depending on your strategy I can see a case to add them in the early going. But I had a couple of Delve too Deeps in there instead; the 15 max seeker/mystic cards were a factor in weighing best fit. — Krysmopompas · 360
I still disagree. This alongside Pete or Ancient Stone is equivalent to Lone Wolf. You spend one card and one action for 8 resources across a scenario, about what you would expect net from Lone Wolf most of the time. Less potential than Lone Wolf, but twice as fast so drawing it late game is still good. The question becomes where you spend the resources, not if you need them. Dynamite Blast is resource hungry, and there's always Keen Eye. — StyxTBeuford · 13028
I also feel that I need to clarify you weren't taking resources every time Carolyn healed, She gives resources to the person being healed, therefore not always to herself. Forbidden Knowledge + Stone/Sylvestre is great for generating your own resources. — StyxTBeuford · 13028
You generaly NEVER take this card because it generates resources. You take it because it deals you horror. — Adny · 1
Painkillers also deals horror, maybe not as fast though. And it heals you at the same time. For the resource problem I just pick up one Emergency Cache that will eventually go on Stick to the Plan. One action = 3 Resources, 2x Let Me Deal with This to let you take the will tests of your colleagues, and the general horror of many scenarios and I'm still in the camp of not missing this card. — Krysmopompas · 360
Painkillers are very nice. But Forbidden Knowledge works without using an action, which is huge. There are action windows in every phase, so this card lets you trigger a damage during any phase that you want. But really free actions are the strongest thing you can have in the game, so the fact that you don't have to use an action to take the horror is huge! — Ergonomic Cat · 50
I dont see why I would ever run E Cache over this. 2 resources basically right now and then for 3 turns afterward versus just 3 now. It’s not even close to the same. — StyxTBeuford · 13028
Also it is worth noting that Painkillers also work without spending an action. There’s not really a good reason to not run both though for people who want horror. — StyxTBeuford · 13028
you have to be hurt to use Painkillers. — Adny · 1
Yes, that's true. Partly why I prefer Forbidden Knowledge over Painkillers. — StyxTBeuford · 13028
Flamethrower

Flamethrower is, in my opinion, the best Guardian XP card by a large margin. Of course, I'm hardly breaking any ground with that statement. But I can't resist writing down in just one more place how amazing this card is.

A while back, I wrote an enthusiastic review of Lightning Gun, saying that 3 damage per action and massive bonuses to Combat were some of the most important tools for success on Expert. Well, Flamethrower outclasses Lightning Gun in almost every way. 4 ammo over 3 ammo is very nice. Costing 4 resources instead of 6 makes a huge difference and really accelerates your opening setup. But 4 damage per action instead of 3 is the real win. There are a LOT of 4-health monsters out there, and this card makes them seem pathetic. These are the most powerful enemies the game has to throw at you, and with this card you trash them in one action and wonder what to do with the rest of your turn! Vicious Blows start to rot in your hand, unused and unneeded. It's ridiculous.

And I haven't mentioned the upside of sometimes roasting two or more monsters in an action. It won't happen every scenario, but it's very nice (and very fun) when it lines up.

You also get very good skill icons. I don't care that much--I would play this card if it had no skill icons at all--but it does make for a nice combo with Well Prepared.

You do lose out on some to-hit bonus compared to Lightning Gun, but +4 from Flamethrower is still awesome and will get results on Expert.

You also lose out on a body slot. This means you can't run Bandolier. But I didn't like Bandolier with Lightning Gun anyway, so that's no great loss to me. If you have a well-stocked Flamethrower, you really don't need other weapons. You lose the ability to run a Flashlight or the like. In solo, that does matter. In multiplayer, I don't care about that at all. You'll help your teammates far more by efficiently roasting all enemies with Flamethrower than you would by investing in some dinky investigation asset. (Of course, you do want to have some other assets in play, so you don't lose Flamethrower to some Crypt Chill effect. But there are plenty of good options that don't take up hand or body slots.)

As for the "must be engaged" requirement: not a huge deal. Most of your combat was against engaged enemies anyway, the massive action compression of Flamethrower more than makes up for the odd extra action you might have to spend, and Guardians even have some nice little events like Taunt and "Let me handle this!" that can help out if you feel it's needed.

A good way to build around Flamethrower is to get Stick to the Plan, and attach a Prepared for the Worst, an ammo card, and an economy card to it. Another very good support card is Beat Cop II, which not only helps your Flamethrower attacks land, but also saves ammo and actions by taking out small enemies for you. And I would be remiss if I didn't mention Double or Nothing...

CaiusDrewart · 3168
I agree. I actually think it needs Tabooed. I think the large upfront cost and the non-Lovecraft nature has meant fewer people have run this than they should. It is so strong it makes other end-game Guardian decks pointless by comparison. — duke_loves_biscuits · 1264
I agree on the Taboo list. I've recently build around this card in two separate Dunwich and Carcosa campaigns, and it was amazing how it just melts monsters and takes so much of the challenge out of Expert difficulty. It makes it so easy for a sole Guardian to cover basically all the monster-slaying for a 3-investigator team, something that was otherwise very hard if not impossible to make work. It's just so so strong. — CaiusDrewart · 3168
Rite of Seeking

I wanted to write a short but glowing review of my second-favorite Mystic card. I'm going to focus here on 3-and-4-player, because that's where Rite of Seeking really shines. (Though this card is certainly playable in 2-player, too.)

I think some people are scared off by the 5-resource and 4-XP commitment. I'm writing this to say: don't be, at least not in a high-player-count game. This card is expensive, yes, but it has a strong tendency to totally crush scenarios. Clues are how you win the game, and repeatedly clearing whole locations in a single action is amazingly powerful.

You can think of this card as turning 1 card, 5 resources, and 4 actions into 9 clues. That's really, really good. Of course, you need to pass 3 skill tests to get that result. But since most Mystics have naturally high Willpower, build their decks to crank that Willpower up even further, and get a further +2 from this card, passing those tests is rarely hard, even on Expert. Plus, Mystics have an abundance of cards that can eliminate the possibility for bad luck--Grotesque Statue and Time Warp are two particularly effective ways to combat the Autofail token and go great with this card.

Even if you only succeed on two out of three tests (and with proper precautions, you will usually do better than that), getting six clues from this card is still respectable.

It is important to play around that special token drawback, but it's usually not too hard to do that. Just investigate for your last action. The key here is planning your turns ahead of time so you can do useful things with your first two actions before you Rite of Seek. More often than not you need to move before you investigate, anyway, so that's one useful action accounted for there. I have rarely found this to be a significant drawback. If you find yourself urgently needing to investigate earlier in your turn, which is pretty rare, the aforementioned Grotesque Statue can help.

Arcane Research and Delve Too Deep are highly recommended. I think this card would still be worth it even if you weren't running those XP accelerants, but it's certainly better if you can purchase this card earlier in the campaign and support it with other XP cards. Uncage the Soul and Emergency Cache are good for helping you get both this and Shrivelling into play in a timely manner--should you be fortunate enough to draw both. Arcane Initiate is useful for making that happen.

As awesome as this card is, I don't think this is necessarily the highest XP priority for Mystics: if your party is light on combat, the upgraded Shrivelling is surely more important. But it's way up there for me, and in an investigation-light party I could see going for it very early.

And don't even get me started on this card in Akachi, where it naturally has 4 charges...

CaiusDrewart · 3168
actually hurts Rite of Seeking - by revealing 2 tokens, you double your chances of drawing the symbol you're trying to avoid. — EmmeBGG · 13
Comment got cut off. Grotesque Statue actually hurts Rite of Seeking - by revealing 2 tokens, you double your chances of drawing the symbol you're trying to avoid. — EmmeBGG · 13
On the contrary. See the FAQ under Grotesque Statue. — CaiusDrewart · 3168
Stunning Blow

Im very surprised how good this card is. Yorrick and Ashcan Pete should always have it in their deck, especially in multiplayer. It really helps with tricky situations like moving on your second move to a location with an enemy you cant kill with one attack. It also helps avoiding accidental hits.

Pgpgpg · 77
I want to stress how excited I am to try this in Survivor version of Tony Morgan. He has trouble evading, but he can use this to turn a fight into an evade. — StyxTBeuford · 13028
And Rita? — jd9000 · 73
It's basically a Vicious Blow for Rita if you build her for Bat/OHR, but if you're using Ornate Bow like I usually do with Rita it's not a great choice. — StyxTBeuford · 13028
Not quite as good for Rita but an option though. Mostly because of the aforementioned bow thing. I generally take her with 2 bows and 3 rifles so it comes in handy ;) — Tsuruki23 · 2547
3? — MrGoldbee · 1468